Having come from an Abrahamic school background, I'm curious about the sources for #3. It is true that the meaning of the story has been twisted to justify misogyny, and that was how it was taught to us back in school.
apolinariomabussy
Holy shit. All of this reflects my current job... Maybe this is a sign for me to leave...
This is a nice way to look at anger. Kind of similar to something my therapist said a long time ago. #3 specifically is a huge one.
pagkaintindi ko sa situationship parang MU ng nakaraan, este non-committal dahil di pa talaga alam kung anong gagawin sa buhay hahaha so di naman siyang bagong bagay feel ko
This is the first time I have heard of FATE and that is interesting! From what I'm reading, it's highly free-form, with stuff normally associated with characters or the setting being referred to as aspects (like some kind of adjective or attributes of a programming class), which can be called upon to give bonuses provided you have enough fate points). The free-form part comes from the aspects being basically anything related to the characters/setting at hand. I guess it does put a lot of onus on both the DM and the player to collaboratively figure out how to find creative solutions to problems, but in a way that isn't mechanically restricted.
From what I've seen from the suggestions so far, rules-lite/abstract helps to mitigate some of the rube-goldbergy-mad-contraption-tzeentchian-ness that seems to be inherent in rpgs (and probably human nature lol), but not by "restricting" players in a strictly defined box of rules. Rather, rules-lite systems allow for the rube-goldbergy-mad-contraption-tzeentchian-ness to feel less like breaking the system and more like building the system (within reason and the DM's judgment), which is huge. So either that or a heavy narrative focus seems to work well in theory.
Oh don't get me wrong, I play D&D and love it as well haha
I was just curious about other systems and how their approaches to rules, balance, and storytelling affect how players play as well (and DMs DM), seeing as there's a myriad of different systems each with different goals and mechanics. I haven't played any other system on the tabletop, as my group hasn't really tried playing other systems yet (only crpgs based on other systems, plus me reading manuals and rulesets because why not)
I can see how a rules lite system would prevent random pushing of the system until it breaks type of gameplay, ala PbtA games. Plus with more emphasis on crafting a narrative vs focusing on the best combination of stats/skills/interactions, there's less incentive to turn the mechanical knobs until something ends up broken.
What would examples of alternative TTRPGs be? And what characteristics would they have that would prevent the "LULZRANDOM We're breaking the system" type of gameplay?
I'm thinking maybe crunchier and more in-depth rules ala Pathfinder or GURPS, since the barrier-to-break is much higher due to having to read more, but I'm just guessing as a relative ttrpg novice here haha
Against the Storm! It's a roguelite citybuilder set in an apocalyptic world where you build settlements in a short amount of time to complete objectives and hopefully survive. While it borrows some mechanics from some city builders, I haven't played anything quite like it's unique blend yet. Plus the artstyle is pretty reminiscent of Warcraft but prettier.
It's in early access right now but it's basically a complete game at this point.
This just reminded me to finish Atelier Rorona... at some point in the future lol
Same here! Most people were very supportive and we commiserated a lot about our majors. And the same was the case for the entire engineering department.
The only anecdote I know about which is similar to the hyper-competitiveness in the top comment is from a friend who was a CS major in a different university but with a heavy entrepreneurship/business slant.
TIL tvtropes has those tropes. I only knew about the Broken Base page. I am so keeping those for reference.
This just reminded me of how great of a book that was. Time to reread it a decade after I first read it.